We know from the Twitter that you will be able to use the magic to raise volcanoes. Its logical that high end magic may be able to create impassible terrain. Hypothesis suggests that high end earth spells could create impassible mountainous terrain, which could be in turn crossed by units using some sort of "earth movement" spell. Water similarly likely has high end water expansion spells. Able to create rivers, or on high end create sections of ocean inland to take a
landisaurus
awesome! I'm a big fan of the new images. This diplomacy system! It makes me excited to see what kinds of diplomacy effecting events will result.
[quote]Maybe they can't do a 64-bit native build because they depend on libraries that are 32-bits only.[/quote] they said that the reason they couldn't do a 64-bit vative version yet is because of dependancies on havok physics, which have not yet released a 64-bit version. I was hoping somewhere they would have found a work around (commenting out any code that might call for something from havok, for example)
its funny that its labeled as being posted today.
[quote] I'll try and get an internal build testing on XP64 and get back with you....several of us are developing on Vista64 (which works like a champ) so unless it requires a 64 bit version of a app to run, we should be good![/quote] So still no native 64-bit build? too bad.
[quote]Okay maybe start out the first week about how torurous it is and THEN start saying how much fun you are suddenly having when you aren't hitting BSOD every 5 minutes[/quote] If you're getting a BSOD by playing Elemental, something is seriously wrong. I understand the game freezing or causing all sorts of strange issues. But a BSOD should only occur when something is seriously wrong. Chances are, the fault is with the computer. A stable OS shouldn't cras
not much time until the beta is active. Welcome new preorders.
I'm very interested to see what kind of sneak peaks are going to be filtering through the press.
[quote]EDIT: Look at how Blizzard is working on Starcraft 2, they are taking as long as they need (they certainly have enough money to work on it) and have been adding new things/rewriting old things and tweaking the game based on feedback that they are getting. They've been working on the game for a while and they certainly have a lot of pressure to make it good, but it's a perfect example of how much a game can benefit from a long testing/feedback phase.[/quote] Here is where I kind
oh man, most recent twitter is talking about volcanoes. I hope those are fun. (I wonder if they create fire and earth mana the way they created "chaos" mana in MoM)
It has been stated that the research system should be very different from GalCiv 2 in that there are no "Super swords" or anything of the sort that might require a new unit to be designed. Once you have the "broadsword" unlocked, you get units with broadswards. And if you upgrade to a better broadsword tech, all units are automatically upgraded, or upgraded as soon as a shipment arrives to them (if they are already trained and it turns out that is the model they decide upon).
To my knowledge, kraken originated as squid or octipi. However other sea monster stories were later told using their name, which is where confusion might exist. But yes, giant squid have always something feared from the deep, and I think if there are sea monsters, they should be very high on the list for acceptable monsters. Another one would be the Megaladon. Ok, so it isn't as fantasy, since they really existed. But thats what
Code can be stuck in a lot of places. The key would be forcing a piece of code to be excecuted in a way that it can do some sort of damage. If there is a bit of code that creates an animation, it might be recognised as such and run to do exactly that. Then it just needs to do something OTHER than animate the image, and slip through a security hole somewhere. A lot of animations make use of scripts that could in theory apply to something other than images.
not a fan of the "un-victory" conditions where everybody is losses? Examples might include summoning cthulhu or similar creatures.
I certainly would want to see the oceans be just as mysterious as the forests and caves. I'd almost want to go as far as to call for underwater dungeons that can only be accessed with a few "water-breathing" type spells or with aquatic creatures. At least something for navy-heavy guys and pirates. But we'll see what the ocean units turn out to be.
what browser are you using? I just tried in firefox > worked fine, and IE8 > apparently flash isn't installed for my copy of IE8 yet.... I have a hairy hunch that says its a problem with the installed version of flash you're running, but I can't be sure.
I thought the screen of supreme commander 2 was Demigod for a moment. I was thinking "geeze, they are giving it a pretty massive overhaul."
[quote]The biggest flaw of Sins of the Solar Empire is that there is no story.[/quote] thats a pretty narrow statement. I think there are many other 'flaws' with Sins. Perhaps the biggest budget wise, but then again, there WAS a story. Just no narration of that story beyond the opening scene (and what you, yourself, put into it) I personally think lack of interesting AI personality, diplomacy, and related interface. Its very underdeveloped, but the next
I remember it being discussed that you could create or somehow purchase a resource you don't have at a much greater cost. So I don't think we will have to worry too much about resouce switching on the edge of influence lines. To note: since you can ship goods, you can try to move as much of a resource as possible before an enemy gains control of it. I imagine this to be a fun race against time if you have a way to delay battles a few days by bombardin
I think I'd want to see more of what kind of strategy is available before I go about promoting change. I mean what does a "bonus" give in a tactical combat? You really have to discuss how units would use these features or how they would appear on the tactical map for them to be functional in Elemental. They'd be great as its written for Civilization, but it requires a lot more consideration for a tactical scale battle system.
well, when you have hands for feet, sundenly duelies are not as exciting. I figured you didn't see much of it, or at all. I don't know how much it aired outside the US, and few people even saw it here. But I wanted to bring it up as I remember it very foundly. Despite watching it everyday I have not seen every, or even most, episodes.
You forgot "Captain Simian and the Space Monkeys" man that show was awesome. <embed type="application/x-shockwave-flash" width="425" height="344" src="http://www.youtube.com/v/zpjBct8mD2I&hl=en&fs=1&" allowfullscreen=
[quote] So far, I have been surprised how similar it seems conceptually to Age of Wonders, and wonder why MoM fans did not consider AoW a worthy successor? [/quote] AoW was different in a number of areas. For starters, its maps were built like HoMM, not like MoM. They were noisy with little things to be found, and cities were not as influenced by their location as MoM cities were. City building did not have any sort of picture interface th
why no chance for game 1? I mean, at this stage its safe (especially for fans) to talk about pretty much anything. However, bare in mind: There may be expansions to this game. (There is already talk about pushing some of Boogiebac's dungeon features to a possible expansion) so if its something this game could use, but its a fairly major feature overhall, it could still be in Elemental 1. It woul